- // Create PBO to hold the texture holding the input image, and then the texture itself.
- glGenBuffers(1, &pbo);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
- check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
-